Selling high value cargo to players for Real world Money legal?

Probably for the best. And to be blunt, thinking you can make a living from a video game is a very dangerous road to go down. The game is not in your control and you're at the mercy of those running the show.
Actually, there are real world virtual meeting apps in the US where people set up home and furnish it etc. People design virtual furniture, art work, clothes etc for the inhabitants of this virtual world and sell them legitimately through the virtual world stores that they set up in the game? And these folk make a living out of this!

It blew me away anyway when I saw a documentary about it. A whole virtual world economy!
 
If that’s bannable then why isn’t people buying ps5’s and selling them on eBay for a profit against the law?
Because of the nature of ebay. You're not doing anything wrong selling whatever you want on there (as long as it's legal) for any price you like. If it sells , great, if not relist it at a lower price, that's how ebay works. Comparing this to buying items in game for real money is a whole different thing. No different from selling your ED account. That's bannable as well btw
 
Hmm I guess my 12 hours a day of game time will have to cut down to 4 hours a day and the rest of the day looking for a job, cause I doubt streaming elite would be very profitable on twitch
12 hours a day in not healthy, not in any way shape or form.
If I can play a game doing the same repetitive action for 60 days straight 10-12 hours a day just to get a squadron leaderboard gold trophy at the end of the season single handed without any help from the rest of my squadron, then I think I could be a game tester
You wouldn't be testing on live servers, you would be testing on a dedicated test bed alpha/beta release. Your main live character wouldn't get any rewards. 12hrs a day for 60 days to get a gold digital trophy that means absolutely diddley squat in the real world is not ruining your health or life for.

In all seriousness, are you seriously serious about this? Your posts do read like you taking the mick...or you need some form of help.
 
How would you even know a transaction was done for RL money...
By tracing patterns in in-game transactions. Everytime a high value exchange is made where one side is giving a lot and the other side is giving next to nothing, you flag it. If it happens a lot between the same account (or group of related accounts) and otherwise non-related accounts, you can fairly assume that something is happening outside of the game. You'll never get anything that'll stand up in a court of law but that's fine - if you're running a game service you are the law within that service as long as you've got the TOS to cover you.

It won't ever be perfect, though. Small-scale and occasional RW transactions will slip through, and organised currency-selling groups will figure out the algorithms and find ways round it, so it's an ongoing thing rather than a write-the-code-and-you're-done thing. It also has to be balanced so it can catch out-of-game transactions without flagging up genuine regular gifts, which is probably why FD took the original decision of simply not allowing direct credit transfers between players in the first place.

Of course, as the OP has highlighted, FCs kind of open up a loophole here but I suspect that FD have taken that into account. FCs are fairly heavily gatewayed and their owners have to set explicit permissions and options to enable the loophole, which makes the audit volume smaller, transactions somewhat easier to track and puts more time-risk on whoever is running the gold-selling scheme. After all, making a new account and grinding up the credits to buy and maintain a new FC adds more of an overhead than making a new account and grinding credits to sell, even if you're using exploits to grind the credits up.

It's an interesting subject if you're an incurable nerd. I read a lot about the whole gold-selling thing years ago when it started to happen in another game I played.

It's not as interesting if you're not, though, so I apologise to anyone who read through all this hoping to find something interesting.
 
I think that if you have items in a game, that are tradeable*, and some other player will pay you in-game currency or items OR real money OR cryptocurrency OR matchsticks they found in the street, that should be completely LEGAL and ignored by the game's developers.
Having said that: unscrupulous devs might manufacture items to earn extra cash (or give to friends to sell on) exploiting their role at the company.
Also, players who get scammed might lay the blame with the game and the developers for not shutting down the practise of selling digital items. Who wants that headache?
I can understand why a company would want to discourage or ban free trade of virtual items.

*I also believe that ALL items in a game should be freely tradeable between players.

I, personally, would never buy virtual items. I don't do it with ARX, I wouldn't do it between myself and another player - but having a marketplace for items wouldn't affect my experience in-game at all and wouldn't bother me if it existed.
 
Actually, there are real world virtual meeting apps in the US where people set up home and furnish it etc. People design virtual furniture, art work, clothes etc for the inhabitants of this virtual world and sell them legitimately through the virtual world stores that they set up in the game? And these folk make a living out of this!
It blew me away anyway when I saw a documentary about it. A whole virtual world economy!
 
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